Mesh Attributes

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= Output mesh =
+
==== Output mesh ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
|-
 
|-
! scope="row" | type
+
! scope="row" width="75" | type
 
| bool
 
| bool
 
|-
 
|-
! scope="row" | default
+
! scope="row" width="75" | default
 
| True
 
| True
 
|-
 
|-
! scope="row" |  
+
! scope="row" width="75" |  
 
| Draws the resulting fragments. When toggled off the mesh now draws as it did prior to being fractured.
 
| Draws the resulting fragments. When toggled off the mesh now draws as it did prior to being fractured.
 
<gallery widths="150px" perrow="2">
 
<gallery widths="150px" perrow="2">
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|}
 
|}
  
= Type =
+
==== Type ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
|-
 
|-
! scope="row" | type
+
! scope="row" width="75" | type
 
| enum
 
| enum
 
|-
 
|-
! scope="row" | default
+
! scope="row" width="75" | default
 
| Solid
 
| Solid
 
|-
 
|-
! scope="row" |  
+
! scope="row" width="75" |  
 
| Determines whether or not internal fragments will be generated.
 
| Determines whether or not internal fragments will be generated.
 
<gallery widths="150px" perrow="2">
 
<gallery widths="150px" perrow="2">
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|}
 
|}
  
= Internal offset =
+
==== Internal offset ====
type: float
+
{| class="wikitable" style="width: 100%"
 
+
|-
default: 0.01
+
! scope="row" width="75" | type
 
+
| float
description: This values determines how far the internal fragments are offset from one another.
+
|-
<gallery widths="300px" perrow="2">
+
! scope="row" width="75" | default
 +
| 0.01
 +
|-
 +
! scope="row" width="75" |
 +
| This values determines how far the internal fragments are offset from one another.
 +
<gallery widths="150px" perrow="2">
 
File:AE mesh solid-100Points.png| 0.01 (default)
 
File:AE mesh solid-100Points.png| 0.01 (default)
 
File:AE mesh internalOffset-0.05-100Points.png| 0.05
 
File:AE mesh internalOffset-0.05-100Points.png| 0.05
 
</gallery>
 
</gallery>
 +
|}
  
= Average normals =
+
==== Average normals ====
type: boolean
+
{| class="wikitable" style="width: 100%"
 
+
|-
default: True
+
! scope="row" width="75" | type
 
+
| bool
description: Average normals will smooth the edges of the internal faces. When toggled off it produces a more chiseled affect.
+
|-
<gallery widths="300px" perrow="2">
+
! scope="row" width="75" | default
 +
| True
 +
|-
 +
! scope="row" width="75" |
 +
| Average normals will smooth the edges of the internal faces. When toggled off it produces a more chiseled affect.
 +
<gallery widths="150px" perrow="2">
 
File:AE mesh solid-100Points.png| On (default)
 
File:AE mesh solid-100Points.png| On (default)
 
File:AE mesh averageNormals-Off-100Points.png| Off
 
File:AE mesh averageNormals-Off-100Points.png| Off
 
</gallery>
 
</gallery>
 +
|}
  
= Triangulate =
+
==== Triangulate ====
type: boolean
+
{| class="wikitable" style="width: 100%"
 
+
|-
default: False
+
! scope="row" width="75" | type
 
+
| bool
description: Triangulates the output mesh faces.
+
|-
<gallery widths="300px" perrow="2">
+
! scope="row" width="75" | default
 +
| False
 +
|-
 +
! scope="row" width="75" |
 +
| Triangulates the output mesh faces.
 +
<gallery widths="150px" perrow="2">
 
File:AE mesh outMesh-On-100Points.png| Off (default)
 
File:AE mesh outMesh-On-100Points.png| Off (default)
 
File:AE mesh triangulation-On-100Points.png| On
 
File:AE mesh triangulation-On-100Points.png| On
 
</gallery>
 
</gallery>
 +
|}

Latest revision as of 03:56, 6 July 2012

The Mesh attributes are the first set of attributes available on a break geometry node.

AE mesh Attributes.png


Contents

[edit] Output mesh

type bool
default True
Draws the resulting fragments. When toggled off the mesh now draws as it did prior to being fractured.

[edit] Type

type enum
default Solid
Determines whether or not internal fragments will be generated.

[edit] Internal offset

type float
default 0.01
This values determines how far the internal fragments are offset from one another.

[edit] Average normals

type bool
default True
Average normals will smooth the edges of the internal faces. When toggled off it produces a more chiseled affect.

[edit] Triangulate

type bool
default False
Triangulates the output mesh faces.
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